Ok fought a couple Sheevas online. Had some trouble at first dealing with the random Teleport Stomps from the first guy, but then I figured out that Mileena's teleport beats it clean everytime. Other than that it was just trying to predict when to look for the fireballs and roll under them. You can also Instant air sai over her stomp, pretty much on reaction. (I failed a few times due to slight lag, but I'm sure it's doable offline)
Against Jax, not too sure about how to correctly approach this matchup with the new armor punch, Instant air sai will keep his ground pound in check even if he decides to cancel it. Also, something interesting to note is that Mileena's B+3/B+4 will either beat out or evade nearly all of Jax's wakeup options.
Mileena might also have a good matchup against Sub Zero. It may be only even, but it doesn't feel like a disadvantage for her. Biggest pros are:
- EX telekick can get out of Ice Clone corner traps
- Standing sai beats slide clean and recovers in time to block the ice ball at far range. Loses to EX freeze though, so be careful when he has meter.
Obviously, the Sub Zero player can hurt her for making the wrong reads, but character wise it doesn't seem like she's lacking in tools.
After playing a Sonya offline, I think this match is either even or possibly in Mileena's favor. I'm unsure at the moment because the Sonya player didn't really know any real damaging combos or anything, but he did have a good mind for using her.
Pros:
- Mileena zones her very well from far and this forces her to either dash block or divekick.
- If you bait divekick you get free roll punishes, If she arc kicks, you can dash in and get full combos, (or just roll if it's easier)
- Mileena seems to get more damage overall than Sonya, due to the number of ways Mileena can combo off of things
- Instant Air Sai can stop Sonya from approaching too quickly and also stops arc kick in mid air for combos.
Cons:
- Really well-timed low Divekicks really hurt Mileena's low poking game with D+3/D+4. This gives her big frame advantage (not sure if she can combo after low hitting divekicks. If so, then it's even worse)
- Divekicks also beat nearly anything Mileena has in the air.
- Her uppercut is fast enough to punish EX Telekick (unless Mileena does an immediate air sai).
- Roll is punished with Kiss into combos.
That's all I got for now.